Well, the editing of part one took a lot longer than I thought it would. There were a few scenes which needed some heavy revision, and it took awhile to nail down exactly what needed to change and in what way. So that took some time.

I've finished the editing of part one however, and now I'm moving on to part two. As I've said before, Dan does get summoned in this tale, and I'm currently working on the transition period. It was a bit shaky in the outline, and Bigga had some thoughts on how I could improve it, so I'm working those in. If I stick with it, it shouldn't take more than a few days. After that I'll give the outline a once over to see if I need to tighten anything else up in light of Bigga's comments, and then it's on to the writing.

Some of the suggestions on part one yielded visual-dictionary-esque (or VDE) content for HiS, as information was needed on a few things and there was no good place to incorporate it. So there are a few additions to HiS,...

Customs CreationThe Epitome of PlayAuthor: Scytale
This article completes a series begun with an overview of the four pillars of customs creation, which was followed up by individual articles that focused in on balance, theme, and creativity. This article will tackle the final aspect: playability.

Playability is both the culmination of all the other aspects and an aspect of its own. Different people will define “playability” differently, but all of the personal definitions are really the same at their cores. The exact details may differ, but ultimately they all ask the same question: “How well does the unit play in an actual game?” This isn’t merely a question of value for the cost, or effectiveness in different armies and against various opponents, or its “cool” factor. It’s all of these things, and more. The most important addition...